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[REL|SA] GTA Ultimate Traffic Mod


turbocoder32

Recommended Posts

turbocoder32

@Alan41 , i have tried a few different codes on the driveby cops.

They havent seemed to work.

Remember i dont load any models with this script.

Some things which work scripting it normally dont work the way it is here.

 

Most vehicles i have to code 3 to four different variables of code to make sure i have covered all aspects of the vehicle. or scipt which has many different variables.

 

 

This is an easy one , not using vehicles

 

For instance.

 

 

 

 

:GTASA_ULTIMATE_REALLIFEWANTEDLEVEL_1
if or
02D8: actor $PLAYER_ACTOR current_weapon == 16
02D8: actor $PLAYER_ACTOR current_weapon == 18
02D8: actor $PLAYER_ACTOR current_weapon == 22
02D8: actor $PLAYER_ACTOR current_weapon == 23
02D8: actor $PLAYER_ACTOR current_weapon == 24
02D8: actor $PLAYER_ACTOR current_weapon == 25
02D8: actor $PLAYER_ACTOR current_weapon == 26
02D8: actor $PLAYER_ACTOR current_weapon == 27
jf @GTASA_ULTIMATE_REALLIFEWANTEDLEVEL_9875
jump @GTASA_ULTIMATE_REALLIFEWANTEDLEVEL_9995

:GTASA_ULTIMATE_REALLIFEWANTEDLEVEL_9875
if or
02D8: actor $PLAYER_ACTOR current_weapon == 28
02D8: actor $PLAYER_ACTOR current_weapon == 29
02D8: actor $PLAYER_ACTOR current_weapon == 30
02D8: actor $PLAYER_ACTOR current_weapon == 31
02D8: actor $PLAYER_ACTOR current_weapon == 32
02D8: actor $PLAYER_ACTOR current_weapon == 33
02D8: actor $PLAYER_ACTOR current_weapon == 34
02D8: actor $PLAYER_ACTOR current_weapon == 35
jf @GTASA_ULTIMATE_REALLIFEWANTEDLEVEL_9949
jump @GTASA_ULTIMATE_REALLIFEWANTEDLEVEL_9995

:GTASA_ULTIMATE_REALLIFEWANTEDLEVEL_9949
if or
02D8: actor $PLAYER_ACTOR current_weapon == 36
02D8: actor $PLAYER_ACTOR current_weapon == 37
02D8: actor $PLAYER_ACTOR current_weapon == 38
jf @GTASA_ULTIMATE_REALLIFEWANTEDLEVEL_10051
jump @GTASA_ULTIMATE_REALLIFEWANTEDLEVEL_9995

:GTASA_ULTIMATE_REALLIFEWANTEDLEVEL_9988

:GTASA_ULTIMATE_REALLIFEWANTEDLEVEL_9995
if and
not Player.WantedLevel($PLAYER_CHAR) > 0
044B: actor $PLAYER_ACTOR on_foot
8A0C: not player $PLAYER_CHAR on_jetpack
06FF: any_ped_near_actor $PLAYER_ACTOR in_range 10.0
jf @GTASA_ULTIMATE_REALLIFEWANTEDLEVEL_10051
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:GTASA_ULTIMATE_REALLIFEWANTEDLEVEL_10051
IF and
02E0: actor $PLAYER_ACTOR firing_weapon
06FF: any_ped_near_actor $PLAYER_ACTOR in_range 25.0
jf @GTASA_ULTIMATE_REALLIFEWANTEDLEVEL_10052
Player.SetMinWantedLevel($PLAYER_CHAR, 2)

:GTASA_ULTIMATE_REALLIFEWANTEDLEVEL_10052
IF and
Actor.Driving($PLAYER_ACTOR)
02E0: actor $PLAYER_ACTOR firing_weapon
jf @GTASA_ULTIMATE_REALLIFEWANTEDLEVEL_10060
Player.SetMinWantedLevel($PLAYER_CHAR, 2)

:GTASA_ULTIMATE_REALLIFEWANTEDLEVEL_10060
IF AND
09DE: actor $PLAYER_ACTOR entering_car
8A0C: not player $PLAYER_CHAR on_jetpack
jf @GTASA_ULTIMATE_REALLIFEWANTEDLEVEL_10063
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
JUMP @GTASA_ULTIMATE_REALLIFEWANTEDLEVEL_10125

:GTASA_ULTIMATE_REALLIFEWANTEDLEVEL_10063
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0

:GTASA_ULTIMATE_REALLIFEWANTEDLEVEL_10125

 

 

 

 

Even me not explaining should be self explanitory.

 

I begin with the weapons that will cause the wanted level.

 

And then enable subs delegating the variables to be wanted.

From having a gun in range , to shooting a weapon in public ,

and what level rating you will get.

 

This is the one within the coding itself.

 

 

.

 

 

Another example is with Variouss peds.

 

Here i loop through models and actions and what happens when those actions are performed.

 

 

This is a small sub just making these models criminals

And wanted by the police.

 

 

 

 

:GTASA_ULTIMATE_TRAFFICAI_1702
IF or
Actor.Model([email protected]) == #bmycr
Actor.Model([email protected]) == #hmycr
Actor.Model([email protected]) == #wmycr
Actor.Model([email protected]) == #vwmycr
Actor.Model([email protected]) == #vbmycr
Actor.Model([email protected]) == #vhmycr
Actor.Model([email protected]) == #shmycr
Actor.Model([email protected]) == #swmycr
jf @GTASA_ULTIMATE_TRAFFICAI_1707
09A7: set_actor [email protected] drugged_up 1
0433: set_actor [email protected] criminal_flag 1
09B6: set_actor [email protected] wanted_by_police 1
JUMP @GTASA_ULTIMATE_TRAFFICAI_1707

 

 

 

 

 

Here is a different section

 

Two combined subs , using the 0987 opcode . to get any car blocking the vehicle.

 

One of them if i damage the vehicle a ped will come out and try to kill me.

But with the code , if he doesnt have a weapon , he will steal your car or run away after he jacks you.I set to exclude grove gang models.

 

The one below it . Since i get car blocking car , enables , the vehicle when i get so close to honk the horn.

 

 

 

 

:GTASA_ULTIMATE_TRAFFICAI_1677
0987: get_car_blocking_car [email protected] store_to [email protected]
if AND
Actor.InCar($PLAYER_ACTOR, [email protected])
051D: car [email protected] damaged_by_car [email protected]
jf @GTASA_ULTIMATE_TRAFFICAI_1678
IF AND
NOT Actor.Model([email protected]) == #FAM1
NOT Actor.Model([email protected]) == #FAM2
NOT Actor.Model([email protected]) == #FAM3
jf @GTASA_ULTIMATE_TRAFFICAI_1678
05CD: AS_actor [email protected] exit_car [email protected]
05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR
JUMP @GTASA_ULTIMATE_TRAFFICAI_1707

:GTASA_ULTIMATE_TRAFFICAI_1678
IF AND
not Car.Wrecked([email protected])
not Car.Wrecked([email protected])
not Actor.InCar($PLAYER_ACTOR, [email protected])
09D0: car [email protected] on_wheels
04F1: is_car_waiting_for_world_collision [email protected]
jf @GTASA_ULTIMATE_TRAFFICAI_1679
0397: enable_car [email protected] siren 1
JUMP @GTASA_ULTIMATE_TRAFFICAI_1707

 

 

 

 

Ill do one more.

 

This is one on the copbike model.

 

When i am wanted and not in the air

and not driving model car , and the driver is in the driverseat

 

I automatically enable siren.

And set speed and direction of the bike.

 

He will drive almost in sync with cj when on the road and wanted.

 

When i am in radius and on foot and he is not in the air , he will stop. This is because when he is in the air , you dont want him stopping like he hit a brick wall.

 

I then make him get off his bike than aim and attack the actor.

 

 

 

 

:GTASA_ULTIMATE_POLICEAI_804
if
Car.Id([email protected]) == #COPBIKE
jf @GTASA_ULTIMATE_POLICEAI_805
046C: [email protected] = car [email protected] driver
if and
not Actor.InCar($PLAYER_ACTOR, [email protected])
Player.WantedLevel($PLAYER_CHAR) > 0
jf @GTASA_ULTIMATE_POLICEAI_1470
0397: enable_car [email protected] siren 1
05D1: AS_actor [email protected] drive_car [email protected] to [email protected] [email protected] [email protected] speed 100.0 0 model #NULL 0
IF
81F3: not car [email protected] in_air
jf @GTASA_ULTIMATE_POLICEAI_1470
if
0203: actor $PLAYER_ACTOR near_car [email protected] radius 10.0 10.0 flag 0 on_foot
jf @GTASA_ULTIMATE_POLICEAI_1470
Car.SetSpeedInstantly([email protected], 0.0)
05CD: AS_actor [email protected] exit_car [email protected]
0635: AS_actor [email protected] aim_at_actor $PLAYER_ACTOR 0 ms
05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR
jump @GTASA_ULTIMATE_POLICEAI_1470

 

 

 

 

 

Anyway ,

 

I type on here as if i were speaking.

I do this for free , i do this for fun

 

I need a secratary,

Because im a mess.

 

 

Thanks for reading.

 

 

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This is one of the best cleo mods ever. Dont knock it till you try it.

 

I'm not doubting this mod isn't good, but I highly doubt its the best ever.

 

Guys like Junior have created some amazing things with scm.

Edited by TJGM
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turbocoder32

The bus will be similar to the taxi.

 

Though , getting them to stop at any or all signs or bus stop booths i havent tried yet.

 

Only the the taxi script is buggy. If you dont want it on then you can disiable it.

This is WIP.

Everything else is fine.

 

The taxi.

Sometimes it hangs the money count. Even though its on a loop. I have to either check for engine state or actor driving , with the script. It crashes if you keep pressing the bail button when not stopped.

It doesnt happen all the time , but i have to put in something that will check for that. At the moment , You have to get out when the taxi stops to avoid this.

 

I want to have a car that automatically gets gang zones completed for you.

Gang wars. Idk though.

 

There isnt much else i will do after the bus.

I have to reorganize some settings.

I can add various peds doing various other things.

I have to add in a police ground cop sub.Which i have taken out.

 

On the script. I wouldnt say it is the best.

There are many good mods.

 

Thank you for the input.

The coach when the coach script is finished.

 

You will press the enter key .

And then the camera will oppose player view and be sighting upon the bus.

Ill put the actor in the bus. Then restore camera. and the bus will drive off.

Taking money like the taxi.

 

As i have created a way to make money, i create some to take it away.

 

:)

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  • 2 weeks later...
turbocoder32

Howdy.

:)

I have some big updates.

I will go through them first.

I have taken out the "all peds and cars in all zones", option .

I have added within the "as a passenger" option , the taxi/cabbie and bus/coach script

 

You can now be a passenger anytime you want.

You can also be the driver.



2ro505e.jpg

 

 

 

 

 

2e1ewjb.jpg

 

 

 

You can be a passenger and lose money , but travel in SA using public transit.

 

If you are the passenger and you get into a traffic jam.

Or you just want to run a red light.

 

Press the horn.

It doesnt make noise but it tells the driver you want to hurry up and go.This is also explained when you first enter a cab or bus.

 

Or you can be the driver and earn money picking up passengers.

Markers will highlight the objects

 

Object.Model([email protected]) == 1229
Object.Model([email protected]) == 1257

 

These are bus stops.

On the map.

 

Pedestrians that walk by will enter the bus.

If you are not close enough they will wait and face forward , towards the road. And just look around. Some expected passengers decide not to enter. But others will be there.

 

If the bus/coach is full , passengers will exit as the new ones enter.

 

The buses and stops are any within the map.

 

I have readded the section of police ai i have taken out.

Now the best AI i have seen in SA

 

I have added the Sweeper to be a spawned model.

He is fitted with the

 

Model.Load(#bmyap)

 

As the driver.

 

They will now spawn through traffic all over SA.

Pretty good addition.

 

I have added where you can enter and exit any vehicle as a passenger.

 

Only bus/coach , taxi/cabbie models have anything else scripted with them when you are a passenger though. atm atleast.

 

 

This was in the last version but i updated this.

The "more planes" setting has been changed to ""MOREAIRANDSEA""

 

I have added boat models and plane , heli copter models.

 

Andromeda and AT400 as well as police models i have not used or have taken them out as there are issues with them. With only planes and boats.

 

I fixed a couple minor flaws in coding.

 

I am up for ideas or input after anyone has tried this new version which will be uploaded within the day.

 

There are no problems. This is the one kick butter mod .

A good thanks to Savage Because i wouldnt have made this , this compiled , if it wasnt for him in the begining. When i initially posted.

 

I have fixed everything i can think of. i think :)

 

If there is good ideas that everyone would want.

As a whole , i would probably code that in here.

 

Let me know after youve tried this version.

 

 

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turbocoder32

I have added a feature which will be added in the next version.

It is not within the version which i just updated.

Though , here is a preview.

 

Gangs at certain events will steal vehicles.

 

Idk yet as to the extent but i am going to go through many different events and actor models.

I will produce many actions from variables that each actor will do.

Maybe funny things too.

 

Ill keep you posted.

 

Expect a good update.

 

View My Video

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turbocoder32

Update.

 

When within a small 5.0 range of all drug dealers , you will see drunk/high visuals.

 

You will see more car jackings.

Most gangs and all criminals models.

 

Grove gangs are excluded from this.

As they want to clean up the streets.

Also , Mafia and triad models are excluded.

 

Ill think of something cool.

 

I have redone some police ai, they react slightly better.

 

MIB Models

#wmomib

#bmymib

Will follow you on the street.

Beside you.

 

These models will carry flowers in their hands.

You will see them on the street carrying them.

#hmyri

#omyri

#somyri

#wmyri

#sbmyri

#swmyri

 

No actor will drown in water and will now swim.

Also , if any ped is in a car , if it is on fire.

They will now bail the vehicles and run away.

This goes for all models.

 

You can now , change the weapon that the certain pedestrians use.

 

Gang weapons , all gangs.

 

Police weapons. Sectioned off as.

COPSARMED=22 These are regular cops

SWATARMED=30 Just the swat models

FBIARMED=24 Just the fbi models

ARMYARMED=38 Just army models.

 

I have also redone some of the bus script.

You will see more markers above passengers , though still not all passengers will highlight.

They will still get in though.

 

Still have a couple more things. Ill keep you tuned.

I have enjoyed scripting this.

 

turbocoder32

 

edited to correct spelling.

Edited by turbocoder32
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turbocoder32

They do in sense with , pedestrian traffic.

But in case things change , i could make a million single mods and rack em up.

 

I might change it too The Ultimate GTA SA Mod , since i am going to fill this entire script up.

 

I am coding as if there are no mods.

I have probably 50 within this that noone has done.

I made your bus script also.

 

And , works good though , huh.


I would just look at the beauty of it and not the negative , which isnt alot.

 

I have spent time on this. Enough for atleast a weeks pay. I think it is worth it.

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turbocoder32

A small update , but one of the best actually.

 

Police and gangs and certain other pedestrians will attack when attacked even when CJ has a wanted level.

 

Other things i had to code for this to work correctly.

 

Grove gangs will not attack CJ.

Other gangs will not attack each other.

Police will not attack police.

 

If anyone fires or attacks in front of a cop.

Cops will attack them also. With or without wanted level.

 

Check it out.

 

 

 

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I noticed that sometimes it looked like your Grove Street gang members were shooting @ CJ rather than the cop.

And I also noticed that sometimes the cop was getting shot at by another Grove member, but was still trying to shoot CJ.

 

Looks good though :^:

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turbocoder32

Hey Methical,

The grove members werent shooting at CJ but ,
you are right that the cops were still shooting at CJ,
when they were shot at by the other members.

I fixed this recently by taking away 2 subs i had that redirected officers to attack CJ when wanted.
Now for the most part the police attack whoever shoots excluding police themselves. While wanted.
If they get in the way of fire though, is another story.


Here is one example sub of what they are doing.

 

 

 

 

 

:GTASA_ULTIMATE_PEDLOOP_800 // note actor [email protected] is defined in a previous section
if
056D: actor [email protected] defined
jf @GTASA_ULTIMATE_PEDLOOP_801
IF AND
8449: not actor [email protected] in_a_car
8449: not actor [email protected] in_a_car
jf @GTASA_ULTIMATE_PEDLOOP_801
IF OR
Actor.Model([email protected]) == #lapd1
Actor.Model([email protected]) == #sfpd1
Actor.Model([email protected]) == #lvpd1
Actor.Model([email protected]) == #csher
Actor.Model([email protected]) == #lapdm1
Actor.Model([email protected]) == #dsher
jf @GTASA_ULTIMATE_PEDLOOP_801
0770: set_actor [email protected] target_priority 1
07DD: set_actor [email protected] attack_rate 90 // previously known as temper_to
IF and
not Actor.Model([email protected]) == #lapd1
not Actor.Model([email protected]) == #sfpd1
not Actor.Model([email protected]) == #lvpd1
not Actor.Model([email protected]) == #csher
not Actor.Model([email protected]) == #lapdm1
not Actor.Model([email protected]) == #dsher
jf @GTASA_ULTIMATE_PEDLOOP_1470
if and
not Actor.Model([email protected]) == #FBI
not Actor.Model([email protected]) == #SWAT
not Actor.Model([email protected]) == #ARMY
87D6: not [email protected] == $PLAYER_ACTOR // @ == $ (int)
jf @GTASA_ULTIMATE_PEDLOOP_1470
IF or
02E0: actor [email protected] firing_weapon
051A: actor [email protected] damaged_by_actor [email protected]
074F: actor [email protected] ped_event == 31
074F: actor [email protected] ped_event == 36
074F: actor [email protected] ped_event == 43
074F: actor [email protected] ped_event == 49
074F: actor [email protected] ped_event == 63
074F: actor [email protected] ped_event == 75
jf @GTASA_ULTIMATE_PEDLOOP_1470
07A3: AS_actor [email protected] run_to_and_follow_actor [email protected] wait_radius_between 5.0 and 10.0
0635: AS_actor [email protected] aim_at_actor [email protected] -1 ms
05E2: AS_actor [email protected] kill_actor [email protected]
JUMP @GTASA_ULTIMATE_PEDLOOP_1470

 

 

 

 

 

 

 

Just a few more days on the next update.

 

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turbocoder32

Howdy,

 

I am about to upload.

 

Updates ,

 

As posted , and seriously , you guys will notice a dramatic improvement of AI in this release.

 

I am so impressed with it i will upload the Pedestrian AI by itself sometime soon.

 

You will see more stuff happening around SA more than before.

Car chases , battles , highjackings.

Police respond like police should respond.

If you stay alive longer than a few minutes on a 4 star without a car

and not using cheats , you deserve medal.

 

Maybe in a future release.?

 

All Updates are here as posted before.

Since when i posted them and i didnt release the download.

 

I am sorry , I just wanted a little better improving first.

I like to script until i cant anymore. If you know what i mean.

Please review other updates not listed here above.

 

I have added where if you are close to these beach babes and the lifeguard gal,

#wfybe

#bfybe

#hfybe

#wfylg

they will do a little dance when you are near them.

 

MIB models will also fire at anyone that is firing within a good radius.

Acting as a secret agent.They will not attack police.They will attack you.

They will also follow you.

 

POLICEAI is changed to PEDAI within settings.

 

I have tested every aspect of this script.

It is top notch.

 

I request anyone to try it out and see the improvement.

 

Thankyou

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turbocoder32

On the next update i will be changing anything,

that would be needed from comments that anyone has.

 

Also.

I have added bullet proof police vehicles , recently.

I may make minor adjustments for hopeful final release.

 

I have been testing this with every variable that i can,

Within the game. So with certain aspects of the game.

For instance.

 

With me controlling the ballas models directly.

I have to enable or disable certain features.

 

using

 

"8A03: not unknown_gang_war_in_progress"

 

So i dont mess with the ballas actions during a gangwar.

 

Another example

 

You will notice when you wear a cop uniform and if you aim at the cop , he will aim away from you.

Even though, with the option on you wont get a wanted star.You are a cop. And the cops actions are to kill whoever is doing any of the many unlawful actions.

It looks funny too.

"Cops dont do unlawful actions" :)

 

 

Hope you guys like it.

 

And Suggestions.

 

I edited to add "Cops dont do unlawful actions" :)

Edited by turbocoder32
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So i was fiddling around and notice that a cop out of the bunch.

Would stand still. 10 or 20 cops and he stands.

 

Maybe the cop that usually would walk away, when this mod isnt active.

 

So after adding

 

0687: clear_actor [email protected] task

 

Within a sub.

It has fixed the problem.

 

I fixed where after you pressed the horn ,

and you are a passenger.

The driver would stay as an aggressive driver.

And not go back to being a good driver.

 

Since the last update i note where i tweaked the bus script.

I didnt apply the help text again when i scripted it.

 

I readded it

it will say either , one time

 

For being a passenger

 

"As a passenger PRESS and hold the horn button to divert traffic. You will lose $1 a second."

 

For Buses/coach

 

"Earn A $20 fare per passenger picked up. Look for BUS STOPS and SIGNS.

 

 

I added in

 

02E3: [email protected] = car [email protected] speed

 

to get the police speed so they arent drastically slowing to a sudden stop and will stop at a more reasonable speed. Usually going around you.

 

I did this mainly for fixing the cop bikes doing huge loops when turning , since i put them to a max 200.0 speed. They dont seem to go this speed but they do follow faster.

 

There are just minor details. Left.

 

Admin suggests also.

 

Any suggestions. Suggest.

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turbocoder32

So ,

 

I was a bit upset about the idle cop , or the cop walking away if this mod wasnt active.

 

So i went through the main.scm coding and found that mostly police used:

 

0634: AS_actor [email protected] attack_using_weapon_actor [email protected] flags 7 perform_actions_after_time -1 chance_of_action 100

 

So after applying this to the script , it has releaved those aspects to police ai that i have seen.

 

Here is the link , Look for it.

 

http://www.gtagaming.com/downloads/gta-san-andreas/cleo-mods/29592

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SilverRST

Really nice traffic mod! I always thougt GTA SA traffic were so boring.

 

A little idea/suggestion, could you create a seperate .cs file to enhance the traffics vehicles distance?

Lije the vehicles would be spawned at far distance? That would be very awesome!

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savidge

Really nice traffic mod! I always thougt GTA SA traffic were so boring.

 

A little idea/suggestion, could you create a seperate .cs file to enhance the traffics vehicles distance?

Lije the vehicles would be spawned at far distance? That would be very awesome!

AFAIK, SA:Traffic does this.

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SilverRST

 

Really nice traffic mod! I always thougt GTA SA traffic were so boring.

 

A little idea/suggestion, could you create a seperate .cs file to enhance the traffics vehicles distance?

Lije the vehicles would be spawned at far distance? That would be very awesome!

AFAIK, SA:Traffic does this.

 

Well, it does but, the vehicles are popping in out of nowhere :/

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damiann69

You could change traffic density on higher wanted levels. For example: If army chasing you streets are (almost) empty.

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turbocoder32

This is just a minor update.

 

I have added two subs to the police ai , so atleast the cops will always come after you if you get close to any that would walk away.

 

I didnt really want to do this but , since i dont want to take away from the game itself. "spawned vehicles" ,

I had to add in , where if any vehicle is parked or didnt have a driver that it wont get destroyed.

So now , if you have the noarmy setting as an option.

When you are at a level 6 wanted Star level, usually two #barrack models will , be spawned within the barricades, with usually two #army models, outside of the vehicles.

From now on those will not be destroyed.

Just the models being driven.

 

The next update will be something. That i dont know yet of.

 

I dont know when the next update will be.

 

http://www.gtagaming.com/downloads/gta-san-andreas/cleo-mods/29592

 

 

 

 

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turbocoder32

The parking lot idea someone else has either finished or started already.

I dont know the link or person.

If there isnt one then i will see about making one.

 

'

I pulled the download as somethings havent come together,

as i once had it, so, until i finish the release.

I think ill just post updates. A nice intro was ok.

But i do want a final product.

 

I feel that waiting until a finished product is there would be best.

It will be uploaded when it is final.

 

I redid everything and double checked everything,

since i have taken down the Mod.

 

Everything is back together on the mod as it was.

Only the spawned sweeper has been taken out.

 

That is the only update.

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just do you want to do then. Yea your right, better finishing it until its really done, than release it as test version

 

we will wait till' the final version came out :)

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